Necromunda First Edition Rules

  • Upload
    dod

  • View
    2.692

  • Download
    432

Embed Size (px)

Citation preview

  • 8/13/2019 Necromunda First Edition Rules

    1/167

    BY RICI( PRIESTTEYWITH JERVIS OHNSON. ANDY CHAMBERS CHRISCOLSTON

    Cover:GeoffTaylorArtwork: ohnBlanche. ayne ngland, arkGibbons DesHanley

    Fiction: ick riestleyWayne ngland

    PRODUCED YGAMESWORKSHOPGames Workshop, Citadel, EJdat Genestealet Slottabase. 5pace Manne afd Wafhammer are ajl registered trademarks of Games Workshop Ltd. Cawdor, Delague, Eschet Goliath.

    Necromufda, OrJock, Ratskjn, Redemptjonist. sca, y Spyre[ Sustained flre dice. Van Saar and White Dwaff are all trademafks of Games Workshop Ltd. A]l artwork in all GamesWorkshop products and the images coftained therejn have been produced either in house or as work for hire. The exclusive copyflght jn the artwork and the imaqes it depicts js the

    properq, of Games workshop Ltd. O Copynght Games WofLshop Lr'd, 1995, 1996, 1997. AIJ ights reserved.'Scatter' dice are UK registered design na. 2017484

    Original ly ubl jshedas three separate olumes n the Necromundaboxed game and Out ianders supplemenl.British Cataioguing-in-Publication Data. A catalogue record for tfris book is available from the Bfltish Library.GAMqSVTffi@P

    UKGAMESYORKSHOPTD.I(/ILLOW RD.

    LENTON.NOTTJNGHAM NG7 2WS

    USGAMESWORKSHOPNC.672I BAYMEADOWRIVE,GLEN URNIE,AIARYLAND,1060 6441

    AUSTRAI-IAGAMESWORKSHO923 LIVERPOOLIINGTEBURN,NsW2565

    CANADAGAMES WORKSHOE

    ] 645 BONHILLRD ,uNtls -t . l\l isstsSAUGA,TORONTO5T R3

    HONG KONGGAMES WORKSHOI?

    2AA2-2446,HORIZON PLMA,

    LEE WING SI AP LEI CHAU

  • 8/13/2019 Necromunda First Edition Rules

    2/167

    THE RULESINTRODUCTION 5

    GAMECHARACTERISTICSTHETURNMOVEMENTMOVINGRUNNINGCHARGEHIDING

    11t2l - l1 31 31 31 3

    TERRAIN . . . . 14sHooTtNG . . . 15W H O C A N S H O O T . . . . . . . . . 1 5C L O S E S T T A R G E T. . . . . . . , . 1 5R A N G E . . . . . 1 6H I T T I N G T H E T A R G E T . . . . . . 1 6P I N N E D . . . , . 1 8w o u N D . . . . . 1 8INJURIES . . . . 19M U L T I P L E W O T ] N D S . . . . . . . . 1 9A R M O U R . . . . . . . . . . 2 0P I N N E D F I G H T E R S . . . . . . . . . 2 0SHOOTINGINTOHAND-TO-HANDOMBAT . . . . . . . 20M O V I N G A N DH O O T I N G . . . . . . . . . . 2 IS H O O T I N G A T A F I G H T E R W H OSD O W N , . . . . . . . . . 2 1B L A S T W E A P O N S. . , . . . . . . 2 IG R E N A D E S . . . . . . . . . 2 2

    ADVANCEDGAME RULESFALLING . . , . 32J U M P I N G . . . . 32S T R A Y S H O T S . . . . . . 3 2E X P L O D I N G W E A P O N S . . . . . 3 3W I L D G R E N A D E S A N D S H E L L S , . . . . 3 3ATTACKINGSTRUCTURAL EATURES . . . . . . 34T E S T S F O R F E A R , . . . . . . . . . . 3 4T E S T S F O R T E R R O R . . . . . . . . 3 5T E S T S F O R S T U P I D I T Y . , . , . . 3 5H A T R E D . . . . 3 6

    W HA T Y O UW I L L NE E D. . . . . . 6

    RULESFLAMERTEMPLATES . . . . . . . 23S U S T A I N E D S H O O T I N G . . . . . 2 3AMMO ROLLSo v E RwA T CH . . . . . . . 2 5HA ND- T O - HA NDO M B A T . . . . . . . . 2 6W H O C A N F I G H T . . . . . . . . . . . 2 6P R O C E D U R E . . . . . . . . 2 6A T T A C K D I C E . . . . . . . 2 1DETERMINEWINNER . . . . . . 27N T ] M B E R O F H I T S . . . . . . . . . . 2 1WOUNDS,ARMOURAND INJURIES . . . . . . . 2 8M U L I I P L E C O M B A T S . . . . . . . 2 9F O L L O W - U P . . . . . . . . 2 9F I G H T E R SO W N . . . . . . . . . 2 9PINNEDFIGHTERSAND HAND-TO-HANDCOMBNI . . 29MOVINGFROMCOMBAT . . . .29B R E A K I N G F R O M C O M B A T . . . . . . . . . 2 9L E A E ' E RS HI P . . . . . . . . 3 0K E E P I N G Y O U R N E R V E . . . . . 3 0L E A D E R S H I P T E S T S . . . . . . . 3 0W H E N T O T E S T. . . . . . . . . . . 3 0B R O K E N F I G H T E R S . . . . . . . 3 0R E C O V E R I N G Y O U R N E R V E . . . . . . . . 3 1L E A D E R S . . . . . . . . . . 3 1T I I E B O T T L E T E S T . . , . . . . . 3 1

    THE ARMOURYHAND-TO-HAND COMBAT WEAPONS . . .PISTOLSBASIC WEAPONSSPECIAL WEAPONSHEAVYWEAPONSGRENADESARMOURAMMUNITIONANDGUNSIGHTS ... 62B I O NI CS A NDB I O - I M P L A NT S . . . . . . 6 3

    4 I++495 1

    5861

  • 8/13/2019 Necromunda First Edition Rules

    3/167

    fNTRODUCTTON. . . . 72THEHIVESO FNECRO MUNDA . . , , 15H I V E P R I M U S . . . . . . . 7 5THEHOUSES F HIVEPRIMUS . . . . 78T H E N O B L E H O U S E S . . . . . . . 7 8T H E H O U S E S . . . . . . . 7 8

    O R L O C K . . . . . . . . 8 0G O L I A T H . . . . . . . . 8 0E S C H E R . . . . . . . . . 8 0V A N S A A R . . . . . . . 8 ID E L A Q U E . . . . . . . 8 1c A w D o R . . . . . . . . 8 l

    EARNINGEXPERIENCE

    THE MERCHANT GUILDT H E U N D E R H I V E . . . . 8 4

    GANGSG A N G S . . . . . . 9 3A L L H O L E D U P . . . . . . . . . . . . 9 3F I G H T I N G F O R F O R T U N E . . . . , . . . . . 9 4G U N S F O R H I R E . . . . . . . . . . . 9 4O U T L A W G A N G S . . . . 9 5C R E A T I N G A G A N G . . . . . . . . 9 6G A N G R O S T E R . . . . . . 9 6GANGRECRUITMENT . . . . . 1OO

    PRE-BATTLE EQUENCEPOSTBATTLESEQUENCEDISBANDINGGANGSBUYINGNEwEQUIPMENTBETWEENGAMES . . . . . 150SCENAR|OS . . 152S C E N A R I O_ G A N G F I G H T . . . . , . . . 1 5 3S C E N A R I O 2 - S C A V E N G E R S . . . , . . . 1 5 4S C E N A R I O 3 _ H I T A N D R U N . , . . . . . . 1 5 6S C E N A R I O 4 _ A M B U S H . . . . . 1 5 8S C E N A R I O 5 _ T H E R A I D . . . . . . . . . , . 1 6 0S C E N A R I O 6 _ R E S C U E M I S S I O N . . . . 1 6 2S C E N A R I O T _ S H O O T . O U T . , . , . . . . . 1 6 3

    CAUIPAIGTS

    l l 01 1 0l l l1 . t2t1.2t12

    t3413413413 51 3 51 3 8i 381 3 8138140t4 l1 4 1

    1501501 5 0

    R'

    CAMPAIGNSNECRO MUNDANAMPAIG N, . . . 1 0 7 H IRED UNS , , . . , . , 1 4 4S T A R T I N G T H E C A M P A I G N , . . . . . . . 1 0 7 R E C R U I T I N G H I R E D G U N S , . . . . . . ' ] ' 4 4P L A Y I N G T H E C A M P A I G N. , . . . . . . I O 7 U N D E R H I V E S C U M . . . , 1 4 5T H E G A N G R A T I N G . . . . . . . . 1 0 8 B O U N T Y H U N T E R S . . . . . ' 1 4 6S E R I O U S I N J U R I E S . . . . . . . . I O 8 R A T S K I N S C O U T S , . . . . . . . . 1 4 8E X P E R I E N C E . . . . . . . I 1 O P L A Y I N G A C A M P A I G N G A M E . . . . 1 5 0

    S K f L L T A B L E S . . . . . . . 1 2 9

    UNDERDOGSEXPERIENCE DVANCESADVANCEROLLSNEWSKILLS . .CHARACTERISTICNCREASE . .

    TERRITORYYOURTERRITORY..INCOMEGIANT KILLER BONUSSPENDING THE STASHTHE TRADINGPOSTSPENDINGCASHWHENTO BUY . .TRADINGSELLINGADJUSTINGTHE GANG RATINGDEATH OF A FICHTER

  • 8/13/2019 Necromunda First Edition Rules

    4/167

    our lAws .. . 168BECOMINGANOUTLAW ..168BEINGAN OUTLAWB O U N T Y . . . 1 1 rTHEOUTLAWTRADINGPOST . . . 172SPENDINGCASHW H E N Y O U ' R E A NU T L A W . . . . . , . 1 1 2N E W R E C R U I T S. . . . . . . . . . 1 1 2RECRUIT INGHIREDU N S . . . . . . . . . 1 1 2W E A P O N S " " " " ' 1 1 2TRADING 1 1 1G A N G E R S A N D T R A D I N G . . . . . . . . . 1 7 3S P E C I A L R E S U L T S . . . . . . . . . T 1 4P R T C E C H A R T . . . . . . r 1 4O U T L A W S C E N A R IO S . , , , . N 6OUTLAWSCENARIO :Tl{E HIT . . . .117

    OUTLAWSCENARIO : LOOT & PILLAGE 17OUTLAW CENARIO:THEHUNTERS . . . . . . . . . . . . 11

    O U T L A N D E R S. . . . . 1 8S C A V V I E S . . . . . . . . . 1 8 5T H E R E D E M P T I O N . . . . . . . . . 1 9RATSKINRENEGADES .. . . .199S P Y R E H U N T E R S . . . . . . . . . . 2 0 5N E W W E A P O N S . . . . 2 1 7P I TS L A \ T , W E A P O N S . . . . . . 2 1 1C L O S E C O M B A T W E A P O N S . . . . . . . . 2 1B A S I C W E A P O N S. . . . . . . . . 2 1G R E N A D E S . . . . . . . . 2 t 4S C A L Y W E A P O N S . . . . . . . . . 2 1S P Y R E R W E A P O N S. . . . . . . 2 1N E W E O U IP M E N T . . . , . . . . 2 1 6TREACHEROUSCONDITIONS

    O F T H E G A N G , . . . . . 2 222

    . . . . . . 2 2

    169 OUTLAWSCENARIO : CARAVAN

    OUTLANDERS

    LEADERSHIPHIRED GUNSPIT SLAVES 22WYRDS . . . . 2 2spEcfAL HARACTERS. . . . . . . . . . 23T}IEARCH ZEN,OT OFTIIE REDEMPTION . . . . . . . . . 23KINGREDWARTTFIEMAGNIFICENT . . . . . .23M A D D O N N A . . . . . . 2 3B U L L G O R G . . . . . . . 2 3B R A K A R . . . . . . . . 2 4K A R L O T H V A L O I S . . . . . . . . . 2THEARBITRATORCAMPAIGN. . . .24C A M P A I G N E V E N T S T A B L E . . . . . . . . 2 4SCENARIO:ORD OFTHE SPIRE . . . . . . . . . .2SCENARIO :URGE . . . . . ' . . 2 5SCENARIO:STORMINGTHEBARRICADES . . . . .25UNDERHIVEESTIARY . . . , .26DEVIANTSCUM 2A L T E N S . . . . . . 2 6

  • 8/13/2019 Necromunda First Edition Rules

    5/167

    TNTRODUCTTONNecromunda s a gameof fierce combat betweenrival gangfighters in the dangerousunderworld of the Necromundanhives.A hive is an ancientand ncomprehensiblyvast city, built uplayer upon layer, stretching ten miles into the planet'satmosphere.To those who live in the depths,the dark andruinous Underhive offers every opportunity for wealth andpower. ts collapsedcavemsconceal he richesof the distantpast: rare and precious metals, unfathomable archeotechdevices,wondrous mutated fungi and much more. It is alsoa place of danger, where mutant creatures, enegadesandkillers hide from the laws of House and Hive. And, ofcourse, there are others who want the riches of theUnderhive for themselves.Outside he hives,the planet's surface s coveredby endlessmiles of toxic ashwastesand the atmosphere s so pollutedthat it corrodes he hive's armouredwalls. Above is a harshsky and the sun's deadly light. Beyond the planei itself isthe wider galaxy and the great realm of the Imperium ofMan, an empire of a miilion worlds held in thrall by theAdeptus of Earth. But such things are nothing but legendsin the Underhive where ska and space,planets and even heground itself are concepts so wild and abstract hat manyrefuse to believe they exist.

    TABLETOP CONFLICTThe Necromunda game allows you to fight conflictsbetween rivai Underhive gangs on the tabletop. Theopposing gangs are representedby models, assembledandpainted by yourself, each representing an individuai ganghghter. You'll find more information about the differentcultures and peoples of Necromunda in Campaigns'Yourtabletop becomesa part of the Underhive, the sceneof theaction, with ruined buildings, gantries and multi-levelwalkways.The aim of the game is to outfight your opponent, whichrequires a mixture of skill and luck. You'll soon leam howto arm and equip your gang efficiently, and how to exploitthe ruins and other terrain to your best advantage.You'Ilalso want to expand your gangs from their modestbeginnings. Many models are available for the differentgangs, with these you can expand your collection. equipfighters with different weapons, and add more powerfulcharacters.

    BUILDINGTHE GANGEvery time you play Necromunda you eam the opportunityto expand or improve your gang. Each time a gang fights,its members gain in skill and experience. Young juvesquickly progress o become full gang fighters, and flghterslearn new abilities which make them superior combatants.By winning games you gain territory, discover ancient

    artifacts, uncover mineral wealth, and so on. With thiswealth you can buy more weaponry and hire more gangfrghters.As the gang's leaderbecomes icher and his followers evermore deadly, his fame will spread throughout theUnderhive. Famous gunfighters and other renegadeswillcome and seek him out, perhaps to join him, maybe tocollect the inevitable bounty that piles upon his headBy recording the detailsof your gangyou can watch it growfrom a bunch of young hopefuls to hardened ighters fearedand respected hroughout the Underhive.

    THISBOOKThis book contains al1 of the rules that you need to playeither one-off games or a full blown campaign in thedangerousUnderhive of Necromunda.The book is dividedinto three separate sections, the Rules which naturallycontainsall of the corerules of the game,Campaignswhichadds the campaign systemand Outlanders which containsadditional rules aswell asnew gang types.

    THE RULESThe hrst part of the book contains the rules of the game.You don't need to learn all the rules to play, but we suggestyou read through the Rules at least once before attemptingyour first game. The most important rules are summarisedon a playsheet,provided at the end ofthe book, and you'llquickly find these are all you need in most situations (foreasy reference we suggest you cut out or photocopy theplaysheet). For more detailed rules and to resolve morecomplex situations, you can always refer to the relevantrules section.

    NEUY PLAYERSIf you're new to Games Workshop games then you'll bereassured o know that finding other players isn't normallya problem - you'll be surprisedhow many there are Theremay be a Games Workshop store nearby, where you canobtain models, paints and game supplements.GamesWorkshop storesare not just shops, hey are hobby centreswhere the staff will happily help you learn the niles, showyou how to paint, and suggestways to use and developyourcollection. Games Workshop staff are also players whocollect and paint their own forces and fight battlesthemselves.

  • 8/13/2019 Necromunda First Edition Rules

    6/167

    WHAT YOU WILL NEEDAs well as this book you will need the following things toplav Necromunda.

    CITADELMODELSYou will need enough miniatures of the appropriate ype torepresent he fighters of your gangs.At the endof this bookis a catalogue section showing the vast range of figuresavailable or Necromunda. t is a good dea to make up yourgang on paper first and then purchase he miniatures thatyou need. If there is no figure available with the particularweaponry that you require you can convert an existingfigure by adding bits from other miniatures or theNecromunda weapons sprue to create your own uniquefighter. The plastic Necromunda figures shown here arespeciaily designed to have i nterchangeable arms andweapons making the processa lot easier. Goliath angers

    frghting and each will have their own aims and objectivesYou could choosea gangthat reflects your preferredtacticor you could read he background section n Campaigns anchoosewhichevergang particularly grabs your imaginationA goodway of choosingwhich gang o play with is simplto pick the Necromundagang models that you like the bes

    PLAYINGSURFACEYou will need a firm level tabletop or areaof floor to plaNecromunda on. A kitchen table will do fine. Somegamemake their own gaming tables rom a sheetof chipboard osomething similar. Such a table can be slightly larger thathe table or trestles that support t and can be divided intotwo or more piecesfor ease of storage.Many players findthat a heavy blanket drapedover a table or spreadupon thfloor makes a fine surface on which to play a battleWhatever you use you will find that an area approximatel4 feet square s about right for most battles.

    OrlockgangersAs you will see in Campaigns there are many differentgangs inhabiting the Underhive and you will need tochooseone to play with. Each gang has a different style of

  • 8/13/2019 Necromunda First Edition Rules

    7/167

    The desperate struggles of a Necromundabattle usually take place over tangledwalkways, hastily constructed baricadesand labyrinthine architecture. Pre-cut cardandplastic scenery s available rom GamesWorkshop, but many gamers enjoy thechallenge of making their own terain.Although properly modelled terrain willenhanceyour enjoyment of the game, youcan still play with only a bare minimum ofscenery.As a rule, you will find that a tablecluttered to overflowing with scenery willlead o closer ndmoreexcit ing ames.Throughout the book you will findphotographs, drawings and descriptions ofthe Underhive. These should give youplenty of ideas for producingyour ow nscenery.GamesWorkshop s book How tomake Wargames Terrain is also a goodsource of ideas and practical hints on allaspectsof scenerybuilding.

    At the back of the book you will find sheetsof pre-printedblast markersand templates or weapons hat affect an areasuch as flamers and grenades.Before you p1ay,you should

    As well as the templates, there are also counters to helpkeep track of things happening on the tabletop.You can ofcourse keep separatenotes on pieces of paper of whichmodels are hidden or on overwatch and so forth,

    SCENERY

    TEMPLATEScut theseout and, f you wish, mount them on card fbr extradurability. You canphotocopy these sheets irst if you don twant to cut up your copy of Necromunda.

    COUNTERShowever the counters provide a convenient way to jogyour memory and speed up gameplay. Just as with thetemplates, hese should be cut out and and can be mountedon cardboardf you wish.

  • 8/13/2019 Necromunda First Edition Rules

    8/167

    DICEFour different dice are used n the gameas explained n therules. Don t worry about how the dice work for now, this iscovered n detail later on. The different dice are:

    Ordinary Dice (D6)SustainedFire DiceScatterDiceArtillery Dice

    From eft to right:Sustained iredice,Artillerydice,Scatterdiceandtwoordinary6-sideddice

    Ordinary dice are marked I to 6 in the usual way. Thesedice are used a lot during play and to save spaceon chartsthey are always refened to as D6 (where D stands fordice). So, when the rules call upon you to ro11a D6 we aresimply askingyou to ro11 dice.D6+l means o11 diceandadd I to the score. 2D6 means roll two dice and add thescores ogether o obtaina scoreof 2-12.The Sustained ire dice s marked1,1,2,2,3 andwith aspecialJAM symbol as shown in the photo. This dice isused o shoot a protractedburst of shellswhere 1, 2 or 3 hits

    The Art i l lery dice s marked2,4,6,8, l0 and a MISFIREsymbol. This dice is used n conjunctionwith the Scatterdice to determine how far shells land from their mark. AMISFIRE result can result in a shell proving dud or evenexploding in the breech.Both the SustainedFire dice andthe Artillery dice can be substitutedwith an ordinary D6 ata pinch. For the Artillery dice, simply roll a D6 and doublethe score counting sixes as a MISFIRE result. TheSustained ire dice s almostas simple,counta scoreof oneas a JAM and halve any other result, rounding the scoredown.The Scatter dice is marked with four arrows and two HITsymbols. This dice is used o determinewhere grenadesandshells and if they misstheir target,hence scatter . The dicecan be used o establishany random direction from a point.Note that the HIT symbol also has a small arrow on it tofacilitate this.A selectionofother dice will also prove useful: for examplea four-sideddice (D4), ten-sideddice (D10) and rwelve-sideddice (D12).Theseare used o establishhe amountofwounds nflicted by some arge or deadly weapons.None ofthese dice are strictly necessary, as you can generaterandomnumbersusing he D6 provided. n the caseof a D4ro11 D6 and re-rollnumbersof 5 or 6. For a D12 roll a D6,on a 1-3ro11 D6 to give a numberof 1-6,on a roll of 4-6roll D6+6 to give a number af 7-12. A D10 can berepresentedhe sameway but re-roll 6 s.A11of thesedice are available rom GamesWorkshop storesand Mail Order, and most will be supplied with one ofGamesWorkshop s oxedgames.

    TAPEMEASUREFor measuringrangesyou will need a retractablesteeltapemeasure marked in inches or a couple of the plastic rangerulers supplied n most GamesWorkshopboxed games.OTHERTHINGSYOUWILLNEEDPensand pencils,and plenty ofpaper will alsobe required.When you play a game you will need to keep track ofwounds suffered by your fighters, the weapons they arecarrying, and other details. This is most easily done using aroster sheet,and a blank sheet s included at the end of thebook. We recommendthat you make additional copies anduse them to record details during the game.We lI explain

  • 8/13/2019 Necromunda First Edition Rules

    9/167

    CIIAR/TTCTERISTICSThe Underhive fighters of Necromunda have wildly variedmartial skills and physical abilities. Some are faster thanothers, someare shonger,somemore detennined,some arebetter shots,and so forth. This tremendousvariety is fullyrepresented in the Necromunda game in the form ofcharacteristics and special skills. Right now we won'tworry about the special skills - these come later withpractice and battle experience.For the moment we'Il justconsider f ighler's haracterist ics.Each model fighter is defined by a set of characteristicsnamely: Move, Weapon Skill, Ballistic Skill, Strength'Toughness, Wounds, Initiative, Attacks and Leadership.Each characteristic s assigneda value of (usually) between1 and 10. The higher value your model has for anycharacteristic the better - for example, a model with aStrengthof 6 is stronger han a model with a Strengthof 2.Descriptionsof the different characteristicsaregiven helow.

    MOVE (M). A model's move showsthe number of inchesit canmove in a turn undernormal circumstances.The usualnumber is 4 as almost all fighters move 4" per tum,although they can move faster when they are running orcharging, as you'1l see ater.WEAPON SKILL (WS). Weapon Skill is a measure ofclose combat ability - how good the person s at hand-to-hand fighting. A good swordsmanor a skilled knife fighterwould have a high value compared to a green juve, forexample.An averagevalue is 3.

    BALLISTIC SKILL (BS). Ballistic Skill showshow gooda shot the individual is. When you shoot a gun the chanceof hitting a target dependsupon your Ballistic Skill. Anaverage score is 3 and a dead-eye shot might have aBailistic Skill of 4, 5 or even higher.STRENGTH (S). Strength simply shows how strong aperson s Strength s especially important when you fighthand-to-hand combat because the stronger you are theharderyou can hit or tbrust.A Strength value of 3 is aboutaverage.TOUGHNESS (T). Toughness s a measureof how easilyan individual can withstand a hit from a weapon or a blowfrom a club or fist. The tougher you are the harder you areto wound or kill. An averagevalue is 3.WOUNDS (W). A model'sWounds value showshow manytimes a fighter can be wounded before he collapses andgoes down dead or incapacitated.Most individuals have aWound value of only 1 but tough old gang leaders andveteran gangersmight have a value of 2 or more'INITIATIVE (I). The Initiative value representsalertnessand reaction speed. It determines a fighter's chance ofdodging a suddenblow or gathering his wits while shellsandbombs expiode aroundhim. Al average nitiative valueis 3.ATTACKS (A). The Attacks value indicates the number of'Attack dice'rolled when the model fights in hand-to-handcombat.Most individuals roll only one dice and so have anAttacks value of 1, but experienced ighters might have ahigher value and ro11 orrespondinglymore dice. The moredice you roll the more chance you have of beating youropponentlLEADERSHIP (Ld). Leadership represents aw courageand self-control.The higher a person's Leadership he morelikely he is to remain steadfast n combat while others runoff or are slain around him. An averageLeadership valueis 7 .

    CHAI?ACTERISTIC PROFILESA model's characteristicvaluesare written in the form of aconvenientchartwhich we call his characteristic profile orjust profile.Fighter M W S B S S T \ Y I A L dMa kMcMa d d 4 3 3 3 3 1 3 I 7This is the averageprofile for a gang fighter or 'ganger', asthey are called. When you raise your first gang it willinclude gangers with exactly this profile. As you fightgamesagainstother playersyour fighterswill get betterandtheir characteristicswill rise. A1l these details are recordedusing gang roster sheets.This is explainedproperly later on.

  • 8/13/2019 Necromunda First Edition Rules

    10/167

    THE TURNDuring the gameyou take commandfighters.Youropponent commandsaforthcoming conflict.

    of a gang of NecromundanUnderhiverivaf gang, your deadly opponents in the

    During the movementphase you may moveyour gang fightersaccording to the rulesgiven later formovement.In the shooting phaseyou may shootwithany appropriateweapons asdescribedin the rules forshooting.During the hand-to-hand phaseall modelsin hand-to-handcombat may fight.Note that both sidesfrght in hand-to-handcombat regardlessofwhose turn it is.During the recoveryphaseyou can attemptto recover ndividualswhose nerve hasbroken. The rules forkeeping your nerve,running away andrecovery are describedlater.

    The model fighters and sceneryare set up on the tabletop asappropriate for the encounter you are fighting (see theScenariossection n Campaigns). There are many differenttypesof encounter,varying from the straightforwardshoot-out to rescue missions, ambushes and daring raids.Depending on the encounter played, you can set the gangfightersup in different ways, but all the gamesarebasicallyplayed in the same ashion.To begin with one side takes a turn, then the other side, henthe original side andso on, much like a gameof draughtsorchess.When it is your tuflt you can move all your models,shoot with any fighters that are able to do so, and fighthand-to-handcombats.Onceyour turn is complete t is youropponent s urn to move, shoot and fight with his gang.

    PHASESTo keep track of who s doing what and when, your turn isdivided into four distinct phases as follows. Each phaserscompletedbefore beginning the next. So, begin by movingall your modeis, then shoot with all models that can do so,

    Once your tum is complete it is your opponent s um. Youropponent works through each phase, moving, shooting.fighting hand-to-handand recovery, after which his turn isover.Games last until one side either gives in or is forced intodefeat as described later. You can also be obliged towithdraw from the fight if your side takes too manycasualties. During some encounters, there is a specificobjective which you must achieve, perhaps to destroy amachine or rescuea captive. Eachof the specialencounters

  • 8/13/2019 Necromunda First Edition Rules

    11/167

    MOVEMENTDuring the movementphase you can move your models asyou wish in accordancewith the rules given below. Moveyour model fighters one at a time and finish moving eachbefbre moving the next one.You can move your fighters n any order except where notedbelow.1 Chargers If you want a model to charge

    at an enemy and attack himhand-to-hand hen you mustdo this before moving anyother models. When youchargeyou must declare oyour opponent that you arecharging and indicate whichenemy model you areattacking.

    2 Compulsory Moves Sometimesa model is obligedto move in a certain way andthis is called a 'compulsorymove'. For example, a fighterwhose nerve breaksmust runaway from his enemiesandtakecover.Make al l yourcompulsory moves beforefinishing any remainingmovement.

    3 The Rest Once you have movedchargersand compulsorymoversyou can move the restof your modelsas you wish.

    MOVINGDuring their movement phasemodels can move up to theirmove rate in inches in any direction. Most fighters have amove characteristic (M) of 4 and so can move 4" in anydirection including up or down ladders.In normal circumstancesyou do not have to move the fullpermitted distance or at all if you do not wish. Anyexceptions are described ater and invariably involve eitherchargesor compulsory moves.

    RUNNINGThe normal 4" move representsa personmoving at a fairlyrapid rate but allowing time to aim and shoot a weapon andgenerallyobservewhat is going on around him. If you wisha model can move much quicker than this - he can run Arunning fighter can move at double speed:8" rather than 4",for example.A running model loseshis chance o shoot n the turn. He isconcentrating on running and is not prepared to fight,

    move, as this will help to remind both players that themodel is unable to shoot that tum. You can place a Runcounter beside the model to jog your memory if you wish.If a running model approacheswithin 8" of an enemy thathe can see he must stop immediately. The runner issurprised to find an opponent so close and immediatelystops o draw a weapon or ready himself to fight.

    CHARGEIf you wish a model to engage an enemy in hand-to-handcombat then you must declare and make a special movecalled a charge. The reason we do this is that the enemymay get a chance o shoot as you leap towards him wavingyour weapons and yelling a bloodcurdling cry. Withoutmeasuring the distance, declare that you are charging andindicate which enemy model you wish to attack.A charge s like a run, at double move rate, bui ends withthe attacker touching his enemy base-to-base. Onceopposing models are touching bases n this way they areengaged n hand-to-hand combat. Models are also engagedin hand-to-hand combat if separated by a low wall orobstacle, where it is literally impossible for the bases totouch because he wall is in the way.It can happen hat you charge owards an enemy but fail toreach him becauseyou have miscalculated the distance. fthis happens he model is moved as far as possibletowardshis enemy and can do nothing for the rest of the turn.Note that you cannot move models into hand-to-handcombat exceptby charging - any move intended to bring afighter into hand-to-hand combat is a chargeby definition.

    HIDINGThe Hiding rule allows us to represent he fact that realpeoplecan duck down and conceal hemselves n a way ourunmoving and dramatically posedmodels cannot.A hidingfighter keeps as still as possible, ust peeking out over hiscover or around a corner.Hiding is sometimesuseful if youwant to keep out of a fight until the enemygetswithin closerange, or if you want a breather o recover and regroupyourforces.A model can hide if it ends ts movement behind a low wallor column, at the corner of a building, or in a similarposition where a personmight reasonably conceal himself.The player declares that his fighter is hiding and canindicate this by placing a Hidden counter beside he model.While hidden a fighter cannot be seen or shot at, even if aportion of the model is actually sticking up or out from itscover.While hidden a model cannot shoot without giving away itspositionor coming out of hiding. If a hiding model shootsor moves so that it can be seen hen it is no Ionger hidden

  • 8/13/2019 Necromunda First Edition Rules

    12/167

    A model that runs or charges s not able to hide that turn.His suddenburst of speeddoes not give him time to concealhimself from view.A model may stay hidden over several ums so long as irremains behind a concealingwall or similar feature. t mayeven move around behind cover so long as it remainsconcealed while it does so. If an enemy moves into aposition where he would clearly be able to seethe hidden

    fighter, then the model cannot claim to be hidden any ongerand the counter is removed.A model may not hide if it is too close o an enemy- he willbe seenor heardno matter how well concealedhe may be.This distance varies according to the enemy fighter, whowill always see,hear,or otherwise spot hidden foes withinhis Initiative value in inches. So, a fighter whose Initiativevalue is 3 will automatically spot all hidden enemywithin 3 .

    TERRAINTheunderworldof the Necromundan ives s a darkand ruinousplacewherethetumbled constructions f a distantage form a broken and hazardousandscape.Collapsedunnelsand gushingriversof effluviamake he going arduousand sometimesimpossible.Manypartsof the Underhive re connectedby man-sized rawlholeswhichtravellersmustsgueezehrough to reach heir destination.Even he open areasof theUnderhive, he ancientand abandonedhabitationdomes,are a tangle of half buriedbuildings, ndustrialzonesand collapsed ervice unnels.Battlesmostly akepart in open areaswhere movement s easiest.Obviouslyhigh wailsand other constructions ilf blockyour progress, ut the ground leveland raisedsurfaces re reasonably olid. HoweveLshouldyou find yourselfstrugglingover shiftingashwastesor up to your elbows n marshes f bubbling pollutant,your progresswill beimpededas ndicatedbelowOPEN GROUNDThe tabletop surface, building floors, connectingwalkways and ladders are all considered to be openground which does not affect your movement.You canalso move through doors or hatches without slowingyour speed.

    DIFFICULT GROUNDDifficult ground includes steep or treacherousslopes,densestands of hive foliage such as giant fungi, poolsofpollutant liquid or effluvia, and thick or soddenhivedust. Models move over difficult ground at half speedor half rate, so 1 of movement counts as 2 . Forexample, to cross a 7 ll2 wide pool of bubbling algalslime you must expend 3 of your move. Similarly, ifmotzingover a steepmound of ash wasteyou'11move at2 per turn rather than 4 .A fighter who is running is slowed down by difficultground. He will run at 4 rather than 8 over steepslopes for example, because all models move at halfspeed verdif f icul l errain.

    VERY DIFFICUTTGROUNDThis is the really nasty stuff you wouldn't want to gonear. t includes tar pits, deep or noxious pools of liquidwastes, and narrow crawlholes through the rubble.Models move over very difficult ground at a quarterrate, so each 1 of movementcounts as 4 .

    IMPASSABLE GROUNDMuch of the Underhive is simply impossible to moveover or through, such as deep or corrosive pools,enveloping ayers of soft hive dust, and, ofcourse, solidwalls, collapsed unnels and the like.

    WALLS AND BARRIERSWalls, pipelines, small heaps of debris, and other lowobstacles orm barriers that you can either go around orleap over. A model can leap over a barrier less than 1high and no more than 1 wide without impeding itsmovementat ali. A barrier between l and 2 high, andno more than 1 wide, can still be crossed y climbingover but you must give up half of your total move thatturn to do so. For example, if you would otherwisemove 4 thenyou must give up 2 . A barrier higher than2 is too tall to climb over and s effectivelv imoassable.

  • 8/13/2019 Necromunda First Edition Rules

    13/167

    SHOOTTNGNecromundan Underhive fighters carry a variety ofweaponry. Individual fighters often have several differentweaponssuch as grenades,pistols, knives and guns.During the shootingphaseof your turn each of your fightersmay shoot oncewith one of his weapons.So you can eithershoot a laspistoi, fire a boltgun, or throw a grenade, forexample.Work through your models one at a time. Pick which fighteris going to shoot,nominatehis target, work out if he hits hisenemy and, if he does so, any wounds or injuries caused,and then continue to the next shooter.You can take shots nany order you wish.

    \VHO CAN SHOOTEach model can shootonce n the shootingphaseso iong ashe can see a target and assuminghe has a suitable weaponand isn't fighting in hand-to-hand combat (as describedlater).The fighter is alwaysassumed o face n the directionfaced by the model itself, and is able to see within a 90degreearc to his front. You can only shootat a target withinthis arc as shown on the diagram below.

    The Orlockcan shootat GoliathA because hat model s withinhis 90 arc of sight.He cannotshootat GoliathB because hi smodel s outsidehis 90' arc of sight.

    To shoot at a target a fighter must be able to see t, and theonly way to check this is to stoop over the tabletop for amodel's eye view. Sometimes t will be obvious whether atarget can be seen,at other times it will be more difficult asbuildings and girders will be in the way. So long as theshootercan see at least a part of the target's body he canshoot,even f all that can be seen s an arm or leg. If he cansee nothing but the tip of a gun or the end of a sword thenhe cannot shoot as he is unableto see he target'sbody. Ifindoubt, and if you've checked he shot from both the firer's

    CLOSESTTARGETYou must shoot at the closest enemy as he represents hemost immediate threat and therefore the most obvioustarget.However,you can fire at a more distant target f it iseasier o hit. For example,a closer targetmay be hard to hitbecause t is partly obscuredby cover whilst a more distanttarget might be in the open and therefore an easiershot.

    Here, he closest arget A) s behind overand so is moredifficulto hit han he more distant argetsB, C and D. In thissituationhe irermay shootat targetB even houghhe is

  • 8/13/2019 Necromunda First Edition Rules

    14/167

    I?ANGEOnce you have decided to shoot and have chosen yourtarget you must measure o seewhether the shot is withinrange. Each type of weapon has a maximum range asindicated later in the Armoury section of the book. Thefollowing examples show the short, long and maximumrangesof a selection of typical weapons.

    HITTING THE TARGETTo determine whether a shot hits its target ro11a D6. Thedice score needed will depend upon how good a shot thehrer is (as ndicated by his Ballistic Skill or BS). The chartbelow shows the minimum D6 roll needed o scorea hit.

    BS ofs h o o t e r l 2 3 4 5 6 7 8 9 r 0D6 score 6 3 2 0 -1 -2 -3

    For example: If the shooter is a ganger with a BS of 3, adice ro11 f a 4 or more is required to hit the target.An easyway to remember this is simply to subffact the firer's BSfrom 7 to find the number needed o hit.You will notice that the chart covers scores of 1 and evenless. However, a dice roll of a 1 is always a miss regardlessof circumstances.There is no such hing as acertain hit - ifthe dice turns up a 1 you have missed

    HIT MODIFIERSSome shotsare easier han others. t is easier o hit a targetthat is in the open compared to a target behind cover.Usually it is easier o hit a target if it is close compared toone further away. These situations are representedby thefollowins modifiers.

    ShortRange Long MaximumRange RangeLaspistolBoltPisiolAutogunLasgunBoltgunMelta-gunShotgunMissileauncherHeavyStubGun

    0-B0-B0-12' ,0-12 ' ,0-12 ' ,0-6'0-4'0-20'0-20'

    B - 1 68-16' ,12-24' ,12-24',12-24'6 - 1 2 '4-1g ' ,20-72',20-40'

    16',16"L A24',24',12',1 B '72',40'

    Assuming your target s within rangeyou can proceed withthe shot. If the target is out of range then you haveautomatically missed, but you still have to test to seewhether your weapon develops a fault (see Ammo Rolls,later in this section).

    If the target s in partial coverIf the target s in coverAppearing/disappearingor charging target

    Rapid moving targetSmall target

    Large target

    Up to half the target s obscured asdefined in the sectionon cover.More than half the target s obscuredas defined in the section on cover.

    The shooter s firing at a suddenly appearing/disappearing r chargingtarget whilst on overwatch.See he Overwatch rules later in this section.The target moved 10" or more in his previous move phase.The whole target is less than 112" all or wide. Such targets might includeunexplodedbombs, mechanical devices,or a specific point on the groundor wall. Enemy fighters are always larger than this

    The whole target s 2" tall or wide. Such targets nclude large processortanks,bulkhead doors and other sizeablebits of industrial equipment.

  • 8/13/2019 Necromunda First Edition Rules

    15/167

    Modifiers for range depend upon the weapon used. Allweapons have their own range bands and differentmodifiers at short or long range, as indicated in theArmoury section of this book. The following examplesshow how this works.

    Short LongWeapon Range Rangel z e n i q t n lBoltPistolPlasma istolAutogunBoltgunHeayyBolter

    +2 - 1+2+2 - 1+ 1+ 1Shotgun Sol id lug) - -l

    As you can see,pistol weapons are very sensitive o range:they are likely to hit at short range but can be inaccurate atlong range. Remember, ong range sn't necessarilyvery farin the case of a pistoll Heavy weapons, on the other hand,tend not to be sensitive o range.With theseweapons t is aseasy o hit at a distanceas t is at short range becausea closemoving target is hard to track with a weighty or clumsyweapon. Most other weapons are marginally easier to hitwith at short range, as you would expect.

    Example l: A ganger with a BS of 3 shoots alaspistol at a target 12 away. The ganger needs to roll a.dice score of 4 to hit. The target is noI in cover so nomodiJiers apply there. On the other hand the target is atlong range or a laspistol (8-16 ) and sosuffers he -l to hitpenalty. The firer therefore needs to roll at least a 5 tosuccessfully it (5-1 = the requiredscoreof 4) .

    Example 2: The same ganger (BS3) shoots hislaspistol at a target 12 away which ispartially obscuredbycover.He basically needsa 4 to hit, but there s a -l penaltyfor shooting at long range, and afurther -l for shooting ata panially obscured arget.He will thereforeneeda 6 to hit.

    This fighter s considered o be'in cover', as

    COVERThe many walls, girders,buttressesand ruined buildings inthe Underhive provide plenty of cover. If a target is partlyobscured by intervening cover then it will be harder to hit.How much harder dependsupon how much of the target sobscuredby the cover.If the shooter can see at least half of the target's body butnot the entire body, then the target is said to be 'in partialcover'. The shooter suffers a - I to hit penalty.If the shootercan seesomeof the target's body but less hanhalf of it, then the target s said to be 'in cover'. The shootersuffers a -2tohrt penalty.If a target model is in cover or partially in cover andhiding,then it cannot be seenor fired at even f the shooter can seea portion of the model's body. The fighter is assumed o bekeeping still, concealing himself in the shadows andhugging his cover as closely as he can (seeHiding in theMovement section).A certain amount of judgement is called for by the playerswhen deciding whether a model can be seen, f it is in cover,or whether it can reasonablycontinue to hide behind cover.In practice, players quickly reach an agreeablemethod ofdetermining this for themselves, but if you really cannotdecide in a particular casethen each player rolls a dice tosettle the matter, the highest scorer deciding in thatinstance.

    SMALL AND LARGE TARGETSThesemodifrers are not normaily used unless he encounterinvolves a specific target which is especially arge or small.For example, perhaps you must destroy a water stillcollecting vane or a chemical storage tank to achieveyour objective. Enemy fighters are never small or largetargets and you cannot specifically aim at items they arecarrving.

    Thoughsome of this fighter'sbody is This fighter is out in the open. A shooter

  • 8/13/2019 Necromunda First Edition Rules

    16/167

    7+ HITBecauseof the modifiers it is quite possible that you willend up needing a score of 7 or more to hit the target. It isobviously impossible to roll a 7 on a D6, but you can stillhit if you are uclcy.Roll a D6 asbefore. If you ro11 6 thenyou might havehit. Roll a further D6 - the additional scorerequired is shown on the chart below.Score Required to Hit 7 I 9 lOAddi i ionalD6 Score 4 + 6+ Miss

    Example: A juve is shooting a laspistol at a target12 away and behindpartial cover The uve's BS s 2 so herequiresa 5 to hit. The modifiers are -l for long range anda further -I for partial cover. A score of 7 is thereforeneeded.To achieve his the uve must roll a 6 ollowed by aJurther roll of a 4 or more.

    PINNEDAs soon as a fighter is hit the model is knocked over andplaced face up. We say the model has been pinned byenemy fire.The force of the shot has knocked the fighter off his feet.The shot may have hurt or even killed him, or he may belucky and escape without significant harm. Even if hesurvives he is momentarily confused, or, at best, hisinstincts force him to hit the dirt and keep his head down.Later we'll deal with what happens o the pinned fighter ifhe survivesunharmed.First. we'll find out whether the shothas woundedhim.

    \VOUNDOnce you have hit a target you must test to see whether awound is inflicted. A shot may fail to cause a woundbecause t hits part of the target's equipment or weaponry,or perhaps it just scratches he skin or causes some veryminor injury which the fighter braveiy ignores. f you fail tocausea wound then the target s unharmedbut is still pinnedby enemy fire as described ater.To determine whether your shot has caused a wound youmust compare the Strength value of the weapon with theToughness T) characteristic of the target. You will find acomplete description of the various weapons ogether withtheir Strength values and special rules in the Armourysection, but a few examplesaregiven here.

    Weapon Strength

    5+

    LaspistolBoltPistolStubGu nAutogunLasgunBoltgunMelta-gunLascannonAuto-cannonHeavyStubGun

    3433348984

    The chart below shows the D6 score required to turn a hitinto a wound. Remember, an average Toughnesscharacteristicvalue is 3.

    STRENGTHIz3456789r0

    TARGET'S OUGHNESS1 2 3 4 5 6 7 I 9 tO

    N6N665645342322a azz

    N6N6 6 : : : ' :N5664 5 ' ' ' t ' 63+52 j ,,':.,'4

    +566N3456623456223452223+222232222222222222222 '2 2 2 2

    A result of 'N' on the chart means hat it is impossibleto cause a wound on a target as tough as this using a weapon of that strength.

  • 8/13/2019 Necromunda First Edition Rules

    17/167

    INJURIESMost fighters have a Wound characteristic of 1 but somehave a value of 2 or more. If the target has more than Iwound then deduct 1 wound from his total for each woundhe suffers.Make a note on the roster sheet. So long as themodel has a least I wound left he can continueto fight.As soon as a fighter suffers his last remaining wound roll todetermine the extent of his injuries. The player whoinflicted the wound rolls a D6.

    FleshWound The target has sustaineda minorwound. Deduct -1 from both hisWeapon Skill and Ballistic Skili forthe rest of the game.The target falls down to the groundwhere he lies wounded andbarelyconscious.Turn the model over orface down, to show that the flghterhasgone down'.

    2-5 Down

    Out ofAction The target has been badly woundedand falls to the gtoundunconscious.He takesno furtherpart in the gameand the model isimmediately removedfrom play.

    FLESH \X/OUNDA model with a flesh wound can continue to fight eventhough it has 'zero' wounds left. If the model takes furtherwounds then roll for injury once more, ust as if it had iostits fina1 wound.A fighter can sustainseveral lesh wounds and still continueto fight, albeit at reduced effectiveness.Make a note onyour roster sheet and apply the penalties indicated for therest of the game. Leave the model lying face uppermost oshow it is still pinned (see ater).Each time a model suffers a flesh wound, it loses a further1pointof BS andWS, so a modelwith several lesh woundsmay have a WS or BS of 0. If his WS and BS both reach 0the fighter automatically drifts into unconsciousness ue toloss of blood and is taken out of action.

    DO\x/NWhen a fighter goes down he is either badly injured ortemporarily knocked senseless:he might recover or hemight lapse into unconsciousnessand even die. Tum themodel face down to show the fighter has gone 'down'. Amodel which goes down may do nothing except crawl asnoted below.A player must roll to seewhat happens o any of his fighterswho are down at the end of his recovery phase. Fightersmay recover, stay down, or go out of action. Roll a D6 andconsult the Injury chart again(1 = flesh wound, 2-5 = downand 6 = out of action). Models which recover to fleshwounded may continue to fight but suffer the -1 WS/BS'pinned'for

    remain face down and unchanged.Models which go out ofaction are removed.During his movement phase a man who is down can crawlor stagger2" as if he had a M characteristicof 2. He maydo nothing else and he may not run or charge.This enablesa badly wounded characterto get behind cover or escapefrom his enemies if he's ucky ).

    OUT OF ACTION'Out of action' indicatesa man is out of combat and alsooutof the game. Remove the model from the tabletop. It isimpossibleto tell whether the fighter is alive or dead,but forgame purposes t makesno difference at this stage. Afterthe fight is over you can test to seewhetherhe survivesandif he sustainsany serious asting injuries as a result of hiswounds (seeCampaigns or details).

    MULTIPLEWOUNDSSome weapons nflict more than 1 wound when they hit. Amodel cannot be reduced to fewer than 'zero'wounds, buteach extra wound inflicted meansyou roll another Injurydice. So, if a fighter has 1 wound remaining and suffers 4wounds he rolls four Injury dice.Multiple 'down'results are ignored but a fighter can suffermultiple flesh wounds. A fighter who suffers flesh woundsandgoesdown at the same ime is treated asgoing down butsuffers the penalties ndicated for his flesh wounds aswell.Remember, any fighter reduced to 0 WS and BS by fleshwounds automatically goesout of action.

  • 8/13/2019 Necromunda First Edition Rules

    18/167

    ARMOURArmour is less important and less readiiy available in theconfines of the Necromundan Underhive than on aconventional battlefield. Gangers rely more upon thenatural cover ofthe hive and their own wits to avoid injury.However, some ighters wear protectiveclothing or affnourwhich may save them from a wound if they are lucky. Torepresent his there s a special est called a saving throw.If a fighter is wearing armour and suffers a wound then rolla D6. If the dice roll is suffrciently high then the woundingshot has struck the armour and not hurt the wearer at all.The dice score required varies according to the type ofarmour. The most common armour types and the D6 rollrequired to effect a save aregiven below.

    Minimum D6 scoreArmour required to saveFlak 6Mesh 5Carapace 4

    For example: A fghter is hit by a shot from alaspistol and suffers a wound. Fortunately, he is wearingcarapacearmoun a hardenedplasteel acket or plate whichcovers his upper body. He ro lls a D6 and scores 5 - easilyenoughto deflect the shot and save him.Some weaponsare better at peneffating armour than others.A shot from a laspistol might be deflected relatively easiiy,

    but a shot from a huge lascannon s a different matter Torepresent his, each weapon has an armour save modifieras indicated in its description in the Armoury section. Forexample,a boltgun has a -1 save modifier so all armoursavesmust deduct 1 from the dice roll. It is not possible oeffect a save f the score equired is more than 6.

    PINNED FIGHTERSOften a fighter is hit and pinned by enemy fire but doesn'tgo down or out ofaction. He might be hit and not wounded,or he might suffer a flesh wound, and so on.A model that is pinned remainsknocked over lying faceup.Whilst pinned, the fighter can do nothing. He cannot move,shoot.or so on.A model which is pinned at the start of his turn willautomatically recover from pinning at the end of that turn.In effect, the model misseshis tum and s then readyto fightonce more. At the end of the turn stand the model uo toshow that the fighter is no longer pinned.

    ESCAPE FROM PINNINGA model which is engaged n hand-to-hand combat willautomatically escapepinning. The pressingneed to defendhimself galvanises he frghter into action. Stand the modelup to show he is no longer pinned.If a model has at east one other model from the gangwithin2" then he can try to escapepinning at the start of his turn.If successful he fighter will not have to miss his turn at all.RoIl a D6. If the score s equal to or less than his Initiativevalue he has recovered his wits immediately. Stand themodel up. The fighter can move and fight normally thatfurn.Note that when testing to escapepinning at the start of theturn juves, fighters who aredown, and fighterswhose nerveis broken do not count. Rather than reassuring he fighterand offering covering fire, the proximity of these unreliablecomradeswill only encouragehim to keep his head down

    SHOOTING INTOHAND.TO.HAND COMBATNormally it would be consideredvery rash indeedto shootat fighters who are grappling with each other at closequarters - it would be very easy to hit the wrong manrAlthough the models themselvesare immobile the fightersare actually ducking, diving and rolling about in awhirlwind of action.Should you wish to shoot at a model engaged n hand-to-hand combat ro11 o hit as normal. If you hit then you mustdecide whether you have hit the intended model or a modelfighting the target. There is as much chanceof hitting thetargetas here s of hitting eachmodel he is fighting.So, fthere are two models flghting a D6 roll of 1-3 indicates onemodel, a 4-6 indicates he other. f the target s fighting twoopponents henyou'll needa 5 or 6 to hit the right man,and

  • 8/13/2019 Necromunda First Edition Rules

    19/167

    MOVING AND SHOOTINGIn most casesa model may move at its normal movementrate and shoot. There is no penalty for this, as the normalmove rate assumes certain amountof time spent stationaryor nearly so.Some 'heavy' weapons are so cumbersome hat it isimpossible to move and shoot with them in the same urn.These weapons are ndicated in the Armoury section.Models which run or charge may not shoot.Models which have gone down as a result of an injury, orwhich arepinned as a result of a hit, cannot shoot.Models fighting hand-to-hand combat cannot shoot, anyweapons ire at closequafiersbeing worked out in the hand-to-hand phase.Models which are broken are alsounable toshoot (see he Leadership Tests section).

    SHOOTINGAT A FIGHTER VHO IS DOWNYou do not have to shoot at a target who is down even f itis the closest target. However, you can shoot at a fighterwho is down if you want to and he is the closest or easiestshot.You can... f you're really that mean.You are...ReadonIf a fighter who is already down takes a further wound orwounds, ro11again on the Injury table and apply the result.A flesh wound will inflict further WS/BS penalties. If thefighter goes down again then ignore the result. If he goesout of action remove the model from combat.Generally speaking, t is rare for players to shoot at enemyfighters who are down unless hey are stranded n the openand there are no other targets available. However, itsometimes happens that blast weapons scatter from theirpoint of aim and accidentally hit men who are alreadydown.

    BLAST WEAPONSSomeweapons ire an exploding she1lor energyblast whichinflicts damageover a large area. The spread of a shot orblast is represented y a circular blast marker.These vary insize from 1" radius upwards. Different weapons usedifferent sized blast markers as indicated in the Arrnourysection.

    When you shoot a weapon that uses a blast markernominate your target and roll to hit exactly as you wouldwith any other weapon. If the target lies beyond theweapon's ange hen he shotdissipates armlessly ausingno damage.Otherwise take the blast marker and proceed asfollows.If you hit the target place the blast marker with its centredirectly over the target model. The target is hit, and anyother model that lies wholly inside the blast marker is hittoo. If a model iies partially within the blast marker then itis hit on a further D6 ro11 f a 4,5 or 6. Roll for wounds andinjuries on each model that is hit.If you miss the original target hen your shot has lown wildbut may still land close enough to cause damage. Todetermine where the shot has landed you must make aScatter roll. To do this you will require two special dice,the Scatter dice (markedwith arrows and a hit symbol) andthe Artillery dice (marked with numbers and a 'misfire'symbol). Take both these dice and roll them so that theyland as close to the target aspossible.

    If the Artiliery dice shows a number this indicates how faryou havemissed he targetby - 2., 4",6", 8" or 10".Thedirection in which the shot lands is indicated by the scatterdice arrow. Note that the Hit symbol also has an affowmarked on it, so it can be used to indicate direction. Placethe marker in the position indicated by the two dice.If the Artillery dice shows a misfire then the shot dissipatesin the air or is a dud and has no effect.If the dice show a Hit and Misfire then the shell may haveexploded in the breach as explained in the rules forExploding Weapons (see Exploding Weapons in theAdvanced Game Rules section).

    From left to right: Scatter dice, Artillery dice

  • 8/13/2019 Necromunda First Edition Rules

    20/167

    Once the marker is positioned any models that lie whollyunder the blast marker are hit. Any models which 1iepartially under theblast marker arehit on the further D6 rollof a 4,5 or 6. Work out the effect of hits normallv.

    Note that no shot can ever scatter by more than haif therange between the shooter and their target. If the target is10 away, for example, the miss may not scatter by morethan 5 regardless of the dice score. However, a wildlyscattering shot may land outside its usual fire arc (90degrees n front of the firer) or beyond its usual maximumrange.

    GRENADESThere are many different sorts of grenades available toUnderhive fighters. The most common are explosivefragmentation or 'frag' grenades and implosive energygrenades alled 'krak'. If a model carries grenades hen t isassumed that he has enough to last the entire battle,regardless of how many he might actually throw. SeeGrenades n the Armoury section for a description of thedifferent ypesof grenades.

    A model may throw a grenade ather than shoot a weapon.A grenade hrow is treated exactly like any other shot, soro11 to hit using rhe thrower's Ballistic Skill (BS)characteristic.Frag grenadesand most ofthe special grenades ypes use ablast marker.All grenadesscatter f they miss ust like otherweaponswith blast markers.Work out scatteras describedalready, except that the number on the Artillery dice isalways halved becausegrenadesare thrown at very shortranges.On the other hand, the maximum scatter imit doesnot apply to grenades,which canbouncearoundall over theplace before going offl A grenade thrown at a target 2away may therefore scatterup to 5 in any direction.The maximum range of a thrown grenadedependsupon theStrengthcharacteristicof the fighter as shown on the chartbelow.

    Thrower's Strength Range of Throw4'6',Bi 012

    Some special grenadesare designedto produce clouds ofsmokeor gaswhich canbe used o provide cover.When youthrow a smoke grenade, for example, you don't want toactually tkow it at an enemy fighter but at a specific pointon the ground. You can do this by simply nominating thepoint you wish to aim the grenadeat. The point counts as asmall target, and therefore suffers the -1 to hit penalty forshooting at small targets.

    I234

    5 or more

    The art i l lery ice ol lsa'4'and thescatterdice rollsan arrow symbol.

    The new target s partiallywithin he blastmarkerand s herefore iton aD6 rol lof a 4, 5 or 6.

    The Goliath ires hisshotgun tan Orlock8 away.He missesand must herefore oll he scatterand artil lery ice o determinewhere he shot ands.He rollsa 4on the artil lery ice, ndicatingha tthe blastmarker s moved4 inthe direction f the arrowon thescatterdice.Because he Goliath s only8 away hemaximum istance he shotcan scatter s4 - hall he distance etween he Goliathand his arget.Even f he artil lery icehad rolled6, 8 or 10 the scatterdistancewouldstillhavebeen 4 .

  • 8/13/2019 Necromunda First Edition Rules

    21/167

    FLAMER TEMPLATESFlamers utilise a special teardrop-shaped emplate whichrepresentsa et of flame. There are two sizes of template torepresentboth sizesof this weapon: he hand flamer and helarger-sized lamer.To shoot with a flamer or hand flamer take the appropriate-sized emplate andplace t wi th the narrow end touching thebase of the shooter and the broad end over your target.Anymodels wholly covered by the template are hi tautomatically and any modelspartially coveredare hit on afurtherD6 roll of a 4,5 or 6.Any hits are resolved as normal, ro11 or wounds and thendetermine injuries for any wounded models. Note that thehit modifiers for range,cover, and such ike do not apply toflamers. Flamers are especially good at winkling enemyfighters from behind coverl See the Armoury section forfurther details.

    A Goliath armedwith a hand flamer shoots at three Orlockfighters. he Goliathplayerplaces he emplate s shown.Two Orlocksare completelycoveredby the template and aretherefore it automatically.he otherOrlock s onlypartiallycoveredby the template, nd will be hit on a D6 roll of 4or more.

    SUSTAINED SHOOTINGSome especially large and dangerous weapons can fire asustainedburst of she1lswhich may hit several argets at atime. This is called sustained shooting or sustained fire.Weapons which are capable of making sustainedshots areindicated in the Armoury section. Basically, these aremachine gun type weapons such as the heavy stubber andautocannonwhich can rake targetswith a hail of shells.When you shoot with a weapon of this kind declare whetheryou are firing a normal single shot or a sustained shot. Asingle shot is worked out as normal. A sustainedshot isworked out as follows.Pick your target and shoot to hit asnormal. If you don't hitthen you have missed and hit nothing. Ifyou hit then roll aSustainedFire dice (marked l, 1, 2, 2, 3 and the jam

    the target. So ifyou roll a 1 you have hit once, fyou ro11you have hit twice, if you roll 3 you have hit three times.If you wish, you can spread excess hits amongst othervisible enemy models within 4 of the target (at least I hitis allocated o the original target). So, fyou score3 hits youcan hit your chosen arget once and two other models onceeach f they are within 4 . You can allocatehits in any wayyou wish, providing the extra models targetted would nothave beenharder to hit than the original target. f a target nthe open is hit, hits could not be al located to other targetsbehindcover.Allocate all the hits before testingfor woundsand injuries.

    AMMO JAMSIf you roll a am symbol on the SustainedFire dice then nohit is causedand he weaponhasgonewrong. You must takean Ammo roll to find out what happens.The rules for Ammo rolls are covered below. Weaponswhich use sustained ire are far more likely to malfunctionthan ordinary weapons.

    MULTIPLE SUSTAINED SHOTSSome weapons allow you to throw not just one SustainedFire dice but two or three. n this caseyou can either roll thenumber of dice indicated, or you can ro11 ess f you prefer.You may wish to roll fewer dice because he more dice youroll the greaterchanceyou will have of rolling a am.When you roll a jam then no hits are inflicted from thatdice. Any indicated hits on other dice are still valid and canbe worked out as normal. In addition, you make a separate

    ffim ---wN@@wffi,_____,tlL|-

    The Odockshootshis stubberand hits he Goliathganger. wosustainedire dice are rolled evealing hits.Thereare hreeothermodelswithin4 , but one s behindcover,and so cannotbe hit. One shot always hits the target; he remaining2 shotscan be allocated o the target or eitherof the other t\ivoeligiblemodels.

  • 8/13/2019 Necromunda First Edition Rules

    22/167

    AMMO ROLLSAmmo rolls represent aults in the internal mechanismsofweaponsor ammunition as well as he possibility of simplyrunning out of ammo. Power packs can fade or suddenlyreleaseaburst of energywhich burnsout circuits, shells amin the loading mechanism, explode or simply prove dud.No weapon is absolutely reliable or has an infinite ammosupply.Someweaponsare notoriously fickle.When you ro11 o hit a target a dice score of a 6 indrcatesthat your weapon may have malfunctioned after firing anda D6 Ammo roll is required. Note that you srill hit yourtarget with the ro11 f a 6 and the successfulshot is workedout asnormal.Some weapons are more reliable than others. This isreflectedby the weapon sAmmo ro11 ating as shown n theArmoury section.Roll a D6. If you roll less han the numberindicated the weapon has malfunctioned and is useless or

    the rest of the game. Make a note on your roster sheet. fyou roll the score indicated or more, then the weapon isalright and you can continue to use it normally. Theexamples below give lhe Ammo rolls for some commonweapons.Weapon Ammo RollLd) iJr ) tutA l r tnn i< f^ lBoltPistolLasgunAutogunBoltgunFlamerHeayyStubber

    2 +4+6 +2 +4 +o f4 +4 +

    As you can see, laspistols and lasguns are very reliableweapons,which is why they are favoured by gang fighters.Bolt pistois andboltguns aremore potent weaponsbut theircomplex ammunition means hat they are far more tikely togo wrong.

    AMMO JAMSWeaponswhich utilise the SustainedFire dice can also gowrong as a result of an Ammo jam roll on this dice. youmust make a standardAmmo roll for every am scored.Thismeans such weapons are far more likely to go wrongbecause hey canmalfunction either during the hit roll itselfor asa resu l t f ro l l i ng mmo ams.

    FLAMERSSome weapons,notably flamers, use a highly volatile fuelor energy chargeand thesemust make an Ammo roll everytime after they are fired. See he Armoury section.

    GRENADESGrenadeswill automatically fail any Ammo test they arerequired to make. This means that you have thrown yourlast grenadeof that type, or that all further grenadesof thattype that you have are duds.

    OUT OF RANGEIf you shoot and your target is out of range then you muststill make a hit roll to see whether an Ammo roll is reouired(ie

  • 8/13/2019 Necromunda First Edition Rules

    23/167

    OVER\VATCHThe Overwatch rule allows a model to shoot during theenemy player s tum. This representsa fighter taking upposition to shoot at an enemy as he appears n view. Thereasoningbehind the Overwatchrule will becomeapparentonce you have played a few games, so if you are readingthis for the first time we recommend you skip this sectionfor now. Come back and read t when you have played onceor twice. The Overwatchrule is not a vital part of the gameand can be conveniently gnored to start with.

    GOING ON OVERWATCHAny model may go onto overwatchat the start of its turn. Afighter who is down or pinned, or whose nerve is brokencannot go onto overwatch. You will find it convenient toplace an Overwatchcounterby the model to indicate r is onoverwatch.A model must give up its whole turn to go on overwatch.The model cannot therefore move or shoot. The modelcannot hide, but may remain hidden if it started the tumhiding.During the enemy s turn the model may shoot at any targetas it presents tself at any time. For example, the modelcould shoot before the target moves, after it has completedits move, or actually while the target s moving. Overwatchis obviously very useful for shooting at enemy models asthey dash rom cover to cover or as they peek out of hidingto shoot.Once a model has fired on overwatch remove the counter.The model is no longer on overwatch and is free to move

    and shoot normally in its following tum, or go ontooverwatch again if you prefer.If a model on overwatchdoesnot shoot n the enemy s turnthen it reverts to normal - the Overwatch counter isremoved and the model may move and shoot. If you wishyou may set overwatch again and give up a further tum asbefore.If a model is hit whilst on overwatch t loses ts overwatchstatus mmediately. The same applies f the model is forcedto move for any reason. For example, if a fighter,s nervebreaks he will be forced to move and will therefore loseoverwatchstatus.

    SHOOTING ON OVERWATCHWhen you wish to shoot with a model on overwatch beginby declaring that you are doing so and then determine theposition of the enemy model at the moment of fire.Work out the shot as normal but bear in mind there is aspecial -1 hit modifier for shooting at an emerging ordisappearing arget whilst on overwatch.This applieswhenthe target is emerging from a position where he can t beseenor is attempting to move to where he can,t be seen,presentinga fleeting target to the firer.The same -1 hit modifier is also applied if the target ischarging the overwatcher, epresenting he unnerving effectof the enemy s rapid approach. Remember hat you can fireon overwatch at any time during the enemy s tum so youwill want to let a charger get into closerangebefore firing.

  • 8/13/2019 Necromunda First Edition Rules

    24/167

    H,TIUD.TO. H/AIUD COMBATHand-to-hand ighting is the most dangerouskind of combat,with adversariesusing swords and knives,point bfank fire from pistols,and even fists, eet andheads.

    \VHO CAN FIGHTModels which are touching base-to-baseare said to beengaged n hand-to-hand combat. This can only happenonce a fighter has charged an enemy, as models are nototherwise allowed to move into physical contact. See theCharge sectionof the Movement rules.In the hand-to-handcombat phaseall close quarter frghtingis worked out. Regardlessof whose um it is, all models thatare engaged in hand-to-hand combat will fight. Unlikeshooting, a model in hand-to-hand combat can fight allround againstenemy to its side, front or rear. In reality themodels are constantly moving, dodging, ducking andweaving as they struggle to kill their adversaries.Models fighting in hand-to-handcombat do not shoot n theshooting phase.They are far too busy struggling with their

    adversaries.Any very close range shots they are able tomake with pistols are taken into account in the hand{o-hand combat rules that follow.

    PROCEDUREMost fights are 'one-on-one' where a model is fighting oneother model. These combats are worked out as describedbelow. Fights involving several models attacking a singleopponent are worked out slightly differently as describedlater.

    I Throw Attack DiceBoth players ro11a number of D6's equal to theirmodel's Attacks characteristic.2 rilIork Out Combat ScoreEach player picks his highest scoring dice and addshis model's WeaponSkin (WS) to the score.He thenadds any Combat Score modifiers as shown on thechart. The total is the Combat Score.3 Determine WinnerThe player with the highest Combat Score wins. Inthe case of a tie the model with the highest Initiativecharacteristicwins. If there s still a tie the combat sa stand-off.4 Number of HitsCompare the Combat Scores of both combatants.The difference between their Combat Scores s thenumber of times the winner has hit the loser. If youwin the combaton a tie you still cause hit.5 Throw to WoundFor each hit scored the winner rolls a D6 on theWound chart in exactly the same way as hits fiomshooting. The Strength value will depend upon theweaponused.6 Saving ThrowModels which are wearing armourmay attemptsavesin the sameway as ffoops hit by shooting.

    7 Resofve njuriesResolve injuries in the same way as you would forwounds inflicted by shooting.

  • 8/13/2019 Necromunda First Edition Rules

    25/167

    ATTACKDICERoll the number of Attack dice indicated by the model sAttacks characteristic.This will normally be one but someespecially mean fighters may have two or more Attacks.Although a model may roll more than one Attack dice it isonly the best result that counts towards the Combat Score.The advantage of rolling more dice is that it gives you abetter chance of rolling high.

    FIGHTING \X/ITH TWO WEAPONSIf the model caries a weapon in each hand, such as twopistols, two swords, or a pistol and a knife, then the modelrolls one extra dice to represent he exffa weapon.This bonus only applies to fighters armed exclusively withpistols and/or hand-to-handcombat weapons,not to flghterswho carry other basic, special or heavy weapons rnaddition. Carrying grenadesdoes not prevent you using anextra weapon as they are assumed to be clipped to themodel s belt or stowed conveniently out of the way. Thesedifferent types of weapon are discussed n detail in theArmoury section.

    DETERMINE WINNEREach player takeshis best Attack dice roll, adds he model sWeapon Skill (WS) and then applies the followingmodifiers. The highest score s the winner. In the caseof atie the highest Initiative wins. If both models havethe same

    COMBAT SCORE MODIFIERS+l Opponent Fumbles Add +1 to your score or

    eachof your opponent sfumbleddice (rolls of 1).See he Fumble rule for anexplanation i how thisworks.

    +1 Critical Hit Add +1 to vour score oreach critical h it inflicted(additional olls of 6). Seethe Critical Hit rule.

    +1 Charging Ifyour fighter charged ntocombat this tum add +1 tohis Combat Score.

    +1 Higher Up If your fighter is standing ona higher level, platform, orslope then add +1 to hisCombatScore.

    -1 Encumbered If your fighter is carrying aheavyweapon. r otherheavy piece of equipment,he suffers a -1 penalty on hisCombatScore.

    -1 Obstacle If you charge an enemy whois shelteringbehind coversuch as a low wall, then yousuffer a -1 penalty on yourCombat Score hat turn.Note this penalty onlyapplies during the turn whenyou charge.

    Note that hit modifiers for weapons are never applied inhand-to-hand ighting. Theseonly apply when shooting at adistance as described n the Shootins section.

    NUMBEROF HITSThe differencebetween he winner s Combat Score and theloser s Combat Score s the number of times the winner hashit the loser.

    Example:A ganger (WS3) s ighting a juve (WS2|The ganger rolls a 4 and adds his WS of 3 to make a totalof 7. The uve rolls a 5 and adds his WS of 2 to make 7, butthe uve has charged and so adds afurther +1 making 8.The uve has won by 8 to 7 , and the dffircnce (I) is thenumber of hits he has struck.

  • 8/13/2019 Necromunda First Edition Rules

    26/167

    \vOUNDS.ARMOURAND INJURIESOnce you have established the number of hits, theremainingprocedure s the sameas or shooting.Refer backto the Shooting section or a descriptionof how to do this.Note that models cannot be pinned by hand-to-handhits,but they suffer wounds in the same way and injunes areresolved n the sameway too.\X/EAPONSOnly hand-to-handweaponsandpistois canbe used o frghthand-to-handcombat.All fighters carry a knife at the veryleast,and areassumed o haveone tuckedout of sisht if themodel tsel idoesnot nclude t.A fighter will, generally speaking, fight hand-to-handcombat with the weapons he carries as depicted on themodel. However,as t is impossible to use basic,specialorheavy weapons in close combat (as described in theArmoury section) fighters are allowed to draw any onepistol or hand-to-handcombat weaponfrom a pouch,bag,holster etc.Bear in mind that a fighter with a basic, special or heavyweapon needsat least one handjust to carry it, so he canonly ever haveone hand free to carry a sword, pistol, etc.A fighter who carries a hand-to-handweapon or pistol ineachhandnormally fights with the two weaponsdepictedascarried by the model. However, if he wishes he is allowedto swap one weapon for another pistol, sword, etc at thestart of the hand-to-handcombat. For example, a fighterwho hasa Iaspistol and a stub gun could put away his stubgun and draw a sword.The player must declarehe is doingso at the start of the combat.Fighters cannot swap weapons around once they arefighting hand-to-hand; they must persevere with theirchosenweaponsuntil the combat is over.

    HITSIf a fighter is using a single weaponthen any hits inflictedin hand-to-handfighting are assumed o have been madewith that weapon- be it a sword, knife, pistol etc. Resolvethe hit using the Strengthof the weaponas ndicatedin rheArmoury section.If a fighter is using two weapons(one in each hand) thenany hits are inflicted alternately, first with one hand andthen the other.For example,a fighter who carries a sword

    and a laspistol and who inflicts 2 hits will strike once withthe sword andonce with the laspistol.Any odd hits can beresolvedwith either weapon.

    ARMOUR MODIFIERSKnives, swords and other close combat weaponsoften usethe fighter's own Strength. The chart below is used todetermine saving throw modifiers where a model's ownStrength s used n hand-to-hand ighting.

    Model's Strength Armour Save Modifier3 or less 0,,t.tt,,,,,.t, ,tt::,.,

    5 - 2':,:.:,1:::17/tt-,lzz:,:?:,.1.V7 - 4

    -,.,,,,,a:t,,aa,*,,'9 or moreTHE PARRYFightersarmed with swordsare allowedto parry or attemptto turn aside an opponent's blows. To represent this, amodel fighting with a sword can force an opponentto re-roll his highest scoringAttack dice before working out hisCombat Score. Remember, f your opponenthas 2 or moreAttack dice he can always choose his next highest scorerather than the scoreof the re-rolled dice.If both combatantsare fighting with swordsthen the abilityto parry cancelsout and neithermay do so. In the unlikelyeventthat a model carriestwo swords t may parry twice -that is, it may force two re-roils or one re-roll against amodel with a single sword.

    FUMBLEIn the mayhemof closecombat it is only too easy o trip oroverbalanceand leave yourself open to a quick punch orstab.This is representedby the Fumtrle rule.Any Attack dice rolls of a 1 indicate that you have tripped,droppeda weapon,or otherwisefumbted. For eachfumblerolied your opponentmay add +1 to his own Combat Score.CRITICALHITSA critical hit representsa lucky blow, a spectacular einr ora cunning trick. When you roll more than one Attack dicethere is a chanceof scoring a critical hit. You must roll atleasttwo 6's. The frrst 6 is taken as your highest scoreandeach extra 6 counts as a critical hit addine a further +l toyour total.For example, f you havean Attacks characteristicof 2 anda pistol in eachhand you will roll 3 Attack Dice (2 for yourAttacks and +1 for the extra weapon). If you roll two 6'sand a 3 you pick one of the 6's as your highest scoreandadd +1 critical hit for the extra 6 giving a Combat Scoreofplus

  • 8/13/2019 Necromunda First Edition Rules

    27/167

    MULTIPLECOMBATSWhen two or more models are fighting a single enemy thisis called a multiple combat. The outnumberedmodel mustflght each of his opponents one after the other during thehand-to-hand combat phase.The outnumbering player maydecide the order in which his models will fight. Havingchosen the first model to fight the combat is worked outexactly as described or one-on-one ights.If the outnumberedmodel survives he must go on to fighthis secondopponent.The enemy chooseshis second ighterand the combat is worked out as before except that theoutnumberingplayer may now roll an extra Attack dice andadds a further +1 to his Combat Score.If the outnumbered model survives he goeson to fight thethird, fourth, fifth and each successiveenemy until theyhave all fought. Each subsequentenemy he fights gains afurther Attack dice and adds a further +1 to his CombatScore.For example he third enemy has +2 Attack dice and+2 Combat Score, he fourth has +3 dice andCombat Score,and so on.

    FOLLOW.UPIf all of a model's hand+o-hand pponents o out of actionthe model may make a special ollow-up move. This is anexception to the normal turir sequence and it makes nodifference whose tum it is. The model may be moved up to2 . You can use his 2 move to get behind cover, o engageanother model in hand-to-hand combat, or in any way youwish. You can cross an obstacle without penalty during afollow-up, but other terrain penaltiesapply as normal.If you use a follow-up move to engageanother enemy thenmove the model but don't work out further combat that turn.The fight continues n the next hand-to-handcombatphase.This is because the fighter has insufhcient time to doanything other than follow-up. This is an exceptionalcircumstance where a model may engage n hand+o-handcombat without charging. No charging bonus is added tothe Combat Score f a model follows-up in combat.Note that a follow-up doesn't affect a model's ability tomove in its following movementphase.The follow-up rs aaextra bonus move which reflects the intenseactivity of closequarter fighting.

    FIGHTERS DOWNFighters who are wounded and go down are completely atthe mercy of their enemy. In a one-on-one combat anymodel that goes down is automatically out of action. Hisenemy finishes him off with a quick blow and the model isremoved.In multiple combats a fighter who goes down has morechance of survival. Where all models on one side go downthey are automatically out of combat. Where two or moremodels are fighting on the same side, some can go downand crawl away at 2 in their movement phaseso long as at

    PINNED FIGHTERSANDHAND.TO-HAND COMBATFighters cannot be pinned when fighting hand-to-handcombat.A fighter who is hit whilst engaged n hand-to-handcombat, even f hit by shooting n the shootingphase, s notpinned.If a fighter is already pinned when he is charged then thepin is discounted as soon as he is engaged.

    MOVING FROM COMBATOnce models are engaged in hand-to-hand fighting theycannot move away in their movement phase.They muststand and fight until they are taken out of action, until theytake out their enemies,or until one or the other breaks andruns as described ater.The only exception to the above is in a multiple combat,where fighters who are down may crawl away so long asfriends continue to frght.

    BREAKING FROM COMBATA fighter who loses his nerve whilst fighting hand-to-handcombat will break off and make a run for it asdescribed nthe Leadershipsection.When a hghter breaks off from a fight he simply turns hisback and runs off. His opponent automatically hits thefighter as he breaks, inflicting t hit which is worked outimmediatelv.

    ;

  • 8/13/2019 Necromunda First Edition Rules

    28/167

    LE/ADERSHTPKEEPINGYOUR NERVEThis section of the rules is concerned with how yourfighters react under flre: whether they bravely continue tofight while shellsexplodearound hem or whether hey turntail and run for cover.Regardlessof your own feelings orthose of the gang's leader, even the most hardened gangfighter canbe driven off or forced to takecover as he actionhotsup.

    LEADERSHIPTESTSA fighter may be called upon to take a test to see f his nerveholds. This test is taken using the model's Leadershipcharacteristic (Ld) and is therefore called a Leadershiptest. To take the test roll two dice (2D6) and add the scorestogether.If the result is more than your model's Ld then the test isfailed. The fighter's nerve s broken and he runs to cover asdescribedbelow.If the result is equal o or less han your model's Ld then thetest is passed,and the fighter keepshis nerve. In this casethere s no further effect andthe model continues o fisht asnormal.

    WHEN TO TESTIf a model goes 'down' or 'out of action' then each friendwithin 2 must take an immediate Leadershio est.BROKEN FIGHTERSIf a model fails a Leadership est hen the frghter'snervehasbroken. For this reasonwe refer to such fighters as brokenand you can indicate this by placirig a Broken counter bythe model if you wish.The broken fighter is momentarily panicked or shakenandwill attempt to run for cover.He might recover sufficientlyto retum to the fray oncehe has steeledhimself to fight on.

    RUN TO COVERAs soon as a fighter is broken he tums tail and runs forcover. This movement takes place outside the normal turnsequenceand s worked out immediately.The frghter makesa dash of up to 2D6 away from his enemy and towardscover. Roll the dice and determinehow far the model runs.If he can reach a position of cover within this distancewhere he cannotbe seen hen he stops here.If he is unable to reach cover where he cannotbe seen hefighter runs the full distance rolled. In subsequenmovement phaseshe continues to move 2D6 away fromthe enemy until he reachessucha position. If he canget outof sight by staying where he is and hiding then he will doso (see he Movement section).A broken fighter may do nothing other than run to coverandremain there while he attempts to recover his nerve asdescribedbelow. He may not otherwise move and he willnot shoot.

    COMBAT WITH BROKEN FIGHTERSShould a broken fighter be chargedand forced into a hand-to-hand engagement then he is in deep troublel Whilebroken a fighter's WS counts as zero. If he survives thehand-to-hand phase, even if he wins, he automaticallybreaks from combat and runs for cover at the end of thephaseas describedbelow.

    BREAKINGFROM HAND-TO-HAND COMBATA fighter who loses his nerve and breaks while fightinghand-to-handcombat tums away from his enemy and runsaway2D6 just like any other broken fighter.Because a broken fighter is turning his back upon theenemy he is very likely to be struck as he tums to flee. Torepresent his the model takes one automatic hit from hisenemy. Work this out as soon as the fighter breaks andbefore he is moved.

  • 8/13/2019 Necromunda First Edition Rules

    29/167

    RECOVERINGYOUR NERVEA broken fighter may attempt to recover his nerve duringhis recovery phaseso long as he is in cover and he cannotbe seenby an enemy model.To attempt o recover a hghter's nerve roll 2D6. Ifthe scoreis equal to or less than the fighter's Leadership he haspassed he test and can fight normally from then on. If thescore s more than the fighter's Leadership he fails the testand remains broken.

    BROKEN THAT TURNIt is not possible o be broken and recoveryour nerveduringthe same urn. Consequently, fighter who loseshis nerveduring his own side's turn will not be able to recover n therecovery phaseof that tum.

    LEADERSA fighter within 6 of the gang's leader may use theLeadership characteristic of the leader when taking anyLeadershipest.This applies o tests o see f a fighter oseshis nerve and also to tests to recover.This represents heleader's ability to encouragehis fighters and push thembeyond heir normal imitslA leadercannot confer this benefit if he is down or brokenhimself.The sight of your leader unning for cover s farfrom encouraging.

    THE BOTTLETESTThe Bottle test s a special est he playermust make at thestart of his turn if a quarter (25Vo)or more of his gang isdown or out of action.For example, n a gangof 10 men atest s required f 3 or more men are down or out of action.If the Bottle test s failed the gangautomatically oses hefight. The game ends immediately and surviving fightersretreat from the area. A failed Bottle test is the mostcommonway in which a gameends.To take a Bottle test oll 2D6.If the score is more than the gang leader's Leadershipcharacteristic hen the test is failed. The gangbottles out ofcombatand he playerhas ost the game.If the score is equal to or less than the gang leader'sLeadership eharacteristic he player haspassed he test andmay continue to fight.If the gang's eader s out of action or is down, then theplayer may not use his Leadership o take the test.Instead,use he highestLeadership haracteristic mongst hoseofthe remaining fighters who are neither down nor out ofaction.

    VOLUNTARY BOTTLE OUTOncehis ganghas aken wo or more casualtiesdown or outof action a player may bottle out at the start of any of histumswi thout ak ing tes t .Sometimes his is by far the best option, as t allows a playerto save his remaining gang from a hopeless situation.

    The Underhives a vast,spravlingplaceandmuch of it is uncxplored r buricd.Onc part of it forms a distinct pocket,acccssiblcnly by a singlc argc unncl.All other routes o this areaarccollapscd r buried.The tunncl s vcrywide and a settlcmcnties acrosst,boundcd y a wall on both sidcs. hisplace s callcdDcad End Pass nd hcregionbcyond s knownas Dead End.To reachDcad End gangshavc o gorhroughDead End Pass nd pay heGuilders'toll of passage.o get out agangmust Payan even heavier oll uponthe bootv thcv havewon. This.o.ourrgi, gangso tradcvith theGuilders n Dead End Pass tself, ratherthanseekmore avourable riceselsewherc. ike all such placesDcad EndPass s a haven or brigandsandrencgadcs,nd s one of the mostdangerouss well as the most cxciting

  • 8/13/2019 Necromunda First Edition Rules

    30/167

    ADIZINCED GAUIE RULESThis section ncludes avariety of new ruleswhich add further detail and complexi$tto the game. They are not necessaryn order to play, and for this reason he ruleshave been gathered together at the end here to avoid potential confusion.We recommend hat newplayers ignore this section o startwith, or at least until they are familiar with the way thegameworks. If you consideryourself to be an experiencedgamesplayer thenyou'11have no problem introducingthesemore complex elements asyou go along.

    EALLINGThe multiple levels and gantries of the Underhive affordfighters ampleopportunity to fall from a great height.

    TESTTO FALLIf a fighter is pinned or goes down within 1'' of an edgethere s a chancehe will slip and fall off. To determine thisro11a D6. If the score is more than the fighter's Initiativecharacteristic hen he falls over the edge o the ground.If a hghter is engaged n hand-to-hand ightin-ewithin 1 ofan edge thenhe may fall off if he loses he combat.Roli aD6. If the score is more than the fighter's Initiativecharacteristic,or a 6, then he falls over the edge to theground.

    DAMAGEA fighter who falls sustains an automatic hit at a strengthequal to the height of the fall in inches.Where a wound issuffereda fall of up to 3 will inflict 1 wound, and afall ofmore than 3 will inflict D6 wounds.Althou-sh he sceneryavailable from Games Workshop does not scale to suchdizzy heights, a fall of more than 12 is assumed o take thefighter out of actionwith no dice rolls required.Armour saves do apply to wounds sustainedby falling.Save modifiers are the same as for hand-to-handcombathits from combatantswith high strengths.So 54 counts-1,55 -2, 56 -3 and so forth. See he Hand-to-HandCombatsection or the full chart.A model which falls without going down or out of action isautomatical lyinnedas l h i t by enemy -Lre.

    FALLING ONTO ANOTHER MODELIn the unlikely eventthat someoneelse lies directly in thepath of a plummeting fighter then he may also behurt. Thehapless ndividual is hit on a D6 roll of a 4, 5 or 6. Hesustains he samestrengthhit as he faller,